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| 1 | - | Welcome to the Punkstones ™ |
| 1 | + | Welcome to the Paradox™ |
| 2 | ||
| 3 | First thing’s first, keep track of your sheet! It is likely to change as your character journeys through the world. | |
| 4 | ||
| 5 | - | Keep track of your sheet. |
| 5 | + | http://pastebin.com/J5KARAuq -- Blank sheet |
| 6 | ||
| 7 | - | Seriously. |
| 7 | + | http://pastebin.com/p0m36WwP -- Barter for traits |
| 8 | ||
| 9 | - | Do it. |
| 9 | + | |
| 10 | ABILITY SCORES: THIS RP HAS THEM. 0 Is average. 5 is expert tier. | |
| 11 | ||
| 12 | - | Name: Lucius Evans |
| 12 | + | |
| 13 | The trees are divided into Body and Mind. Each tree has 4 points that can be spent upon their three ability scores. | |
| 14 | - | Appearance: Lucius stands at 5'10" with bright, green eyes and sandy blonde hair. He is a thin man; not to say that he is overly thin, he is perfectly proportioned for his size. He could probably do a few pushups, but it's nothing to brag about. |
| 14 | + | |
| 15 | ||
| 16 | - | Personality: Lucius is a person that tends to adapt to the personalities of those around him. This is due to him constantly learning about people; he could be considered a canvas, and those around him paint him by haphazardly throwing paint buckets at him. |
| 16 | + | BODY |
| 17 | ||
| 18 | - | Profession: Psychologist |
| 18 | + | Strength: Your ability to lift things and hit harder. |
| 19 | ||
| 20 | - | Background: Tl;Dr he was a psychologist afflicted by the death throughout his life. |
| 20 | + | Fortitude: Your ability to fight disease and withstand damage. Note that this does not govern pain tolerance. |
| 21 | ||
| 22 | - | Equipment: For now, have absolutely fuck-all! |
| 22 | + | Agility: Governs ability to maneuver the body. Also helps stealth. |
| 23 | ||
| 24 | ||
| 25 | MIND | |
| 26 | - | ABILITY SCORES: THIS RP HAS THEM. 0 Is average because I'm blatantly ripping off Kane's system! 5 is expert tier; starting past 5, it will cost 2 stat points to level it up by 1. You have 4 points to spend. Don't be disheartened by the small number, you can gain more later. |
| 26 | + | |
| 27 | Instincts: An inner 'voice'. Basically the DM Gets to tell you what's right and what's wrong. | |
| 28 | ||
| 29 | Willpower: Your will to strive on; includes resisting sanity debuffs and pain tolerance. | |
| 30 | ||
| 31 | - | Strength: 0 |
| 31 | + | Perception: Your ability to spot out-of-place things, notice things before others. Control over the 5 senses. Important for ranged fighters. |
| 32 | ||
| 33 | - | Fortitude: 1 |
| 33 | + | |
| 34 | ||
| 35 | - | Dexterity: 0 |
| 35 | + | INSIGHT: Begin with 0. Insight is your 'insanity' stat. The higher it is, the nuttier you are. 0 is average. Every 20 points is a 'threshold', capping at 100 points, where you're outright insane. |
| 36 | ||
| 37 | - | Agility: 0 |
| 37 | + | Insight increases from particularly stressful days (discussed between the DM and the PCs when the night comes, or when the DM thinks it's appropriate). Usual rate is +5 insight. |
| 38 | ||
| 39 | - | Stealth: 0 |
| 39 | + | +10 For particularly ridiculous days. |
| 40 | ||
| 41 | - | Instincts: 1 |
| 41 | + | Calm days subtract -5 insight, while exceptionally successful days subtract -10. Sometimes, insight will neither go up nor down. |
| 42 | ||
| 43 | - | Willpower: 4 |
| 43 | + | |
| 44 | Weapon Proficiency: Begin with 0. | |
| 45 | - | Luck: 0 |
| 45 | + | |
| 46 | Traits: | |
| 47 | ||
| 48 | ||
| 49 | - | FILL THIS OUT LATER: |
| 49 | + | |
| 50 | ||
| 51 | ||
| 52 | - | Weapon Proficiencies: |
| 52 | + | ROLLING FOR AWESOME: You begin with one awesome point. You gain awesome points through either great feats/actions or by surviving an entire day. You may gather up to 5 awesomeness points before you gain no more. |
| 53 | ||
| 54 | - | Spells: |
| 54 | + | You may spend an awesomeness point on a particularly bizarre or unique action. If the DM Deems the action 'awesome' enough, the DM Will roll for awesome. Rolling for awesome is a luck-based d20 roll. Refer to below for details. |
| 55 | ||
| 56 | - | Mental Ailments: |
| 56 | + | |
| 57 | 1: AWESOME Failure (Unique critical failure, and then some) | |
| 58 | ||
| 59 | 2-5: Not awesome (Equal to critical failure) | |
| 60 | ||
| 61 | 6-10: Not that awesome (Failure) | |
| 62 | ||
| 63 | 11-15: Awesome in theory (Potential success, no bonuses) | |
| 64 | ||
| 65 | 16-19: Awesome success (Success, bonuses) | |
| 66 | ||
| 67 | 20: FUCKING AWESOME (Amazing, Critical success and then some. |